How can I arrange (programatically) the back button of a UINavigationController in a different position?
For example, suppose that the back button (visible in the upper bar of a UINavigationController) has these coordinates: 67 for x and 10 for y. I would arrange the back button for these coordinates: 89 for x and 10 for y.
Do I have to override these measures in a specific method (for example viewDidLoad() method)?
Thank you. Regards.
I guess this cannot be done in a simple way as you can manipulate the navigation bar only via few properties. So there are basically two methods:
1) traverse the UI tree and search for the actual button control created by iOS for you in the navigation toolbar and change its Frame property. You can always get to the inner controls by the Subviews property, so call navigationController.Subviews and iterate through that until you find the control you would like to move, btw it could be deep in the hierarchy, depends. And with iOS update this can change, so this is a bit of a hack, but usually such technique works well.
2) do the custom way. Hide the actual navigation bar, and do the navigation yourself via custom buttons, add a UIButton to your interface, in the action for that call popViewController on the navigationController. If you're inside a view controller, you can use this.navigationController.PopViewControllerAnimated (...);
If you need nice buttons, use this PSD, works well for me http://www.teehanlax.com/blog/2010/06/14/iphone-gui-psd-v4/
Hope this helps. If so, please vote.
Related
So I have a part of my game where the character is selecting an area of the map. And it opening up a panel. I have made it so that happens but an=m now stuck on the other part of it. I want only certain area of the map to be intractable, so that I can bar the player from selecting areas of the map that they aren't ready for. I have no idea how to make game objects in the game uninteractable. I have looked on Stack overflow, Youtube an d the Unity API to no success. Can someone help me with that.
How to make things un-interactable will vary depending on your situation. I'll be presuming that you're map is broken up into a grid of sorts.
The basic setup would involve a bool, probably called 'CanAccessZone'.
Then you'll need a class, to store any access info and popup logic, by popup logic I mean make the element either non-interactable or show a popup, with the shown popup being dependant on 'CanAccessZone'. This class can then be set up by your Map class when the level is loaded, or you could let the popup class grab the necessary values from the Map class.
If you're using Unity's UI buttons for the map pieces, then you could set interactable to false, until you want to let the player access the zone. If you want to display a popup informing the player that they can't access the zone, then your button will be interactable, but the click will delegate to your popup logic method.
It's a similiar principle if you're using gameobjects as buttons. You'd be using any of the OnMouse events to handle click events. https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
Hopefully this'll lead you in the right direction.
I have many buttons on my activity and I need to flip the whole layout once a single button was clicked.The button that was clicked must show a specific activity which is clickable also with flip.
Help me here...
Note: I've seen a lot of tutorials online but they only flip the single image. thanks
A flip activity is basically a rotation at Y axis. You can achieve it via ObjectAnimator.
ObjectAnimator anim=ObjectAnimator.ofFloat(yourView, "rotationY", 360);
In case you work with API Level below 11 you need to use Nine-old-androids library since new Animation API which includes ObjectAnimator, ValueAnimator and a couple more became available with API Level 11 and above.
Refer to the lib;
http://nineoldandroids.com/
Currently in my app I have this design:
-- DialogViewController 1
-----DialogViewController 2
--------DialogViewController 3
-----------TabBarController
--------------DialogViewController4
--------------DialogViewController5
--------------DialogViewController6
--------------DialogViewController7
Problem with this is that dialog view controllers 4-7 breaks the monotouch dialog flow (so to speak), because of TabBarController in between. When I create dialog view controllers 4-7 I need to create new Root in their constructors which I don't need to for DVC 1-3.
With this approach certain things like radio groups don't work inside DVC 4-7 e.g it will display the radio group selection, but there is no navigation bar at the top.
My question is what can I do to solve this? Can I use TabBarController inside DVC somehow if that makes sense? Or how can I "hook" DVC 4-7 back to main "circuit"?
Thanks in advance.
According to the iOS HIG
A tab bar appears at the bottom edge of the screen and should be
accessible from every location in the app
which implies that it should be the root, not nested inside another controller.
I have a number of UILabels on a single view of a iphone application ios 4.3. How to handle touch events for all these labels at one time? I wanted to show pop overs on touch of that label. I know popovers are not available on iphone and will be making my custom ones.
what i did was using UITapGestureRecognizer and adding an action #selector(labelTap:) and then doing [label addGestureRecognizer:TapGestureRecognizerObject. But when i use the same UITapGestureRecognizer for all my UIlabels only the last added label shows the tap action.
i have set userInteractionEnable to YES.
Can any one point me to the right direction?
You need to create separate UITapRecognizer for tracking different UILabel, when a UIGestureRecognizer is added to multiple views, it will only track event from last it added to. To better understand why you need different instances of UITapRecognizer, think of it as a UIView that only handles touches event but doesn't do any drawing.
I have a series of PDFScrollViews (like the one given in the sample code on Apple Developer) inside a UIScrollView but I want them to all scroll at once no matter where in the ScrollView the Pinch-Zoom action happens, currently this only happens to the one PDFScrollView that is pinched and the other stay the same size. The basic goal I'm trying to achieve here is to make a series of PDFs act as one homogeneous PDF to the user.
implement scroll view's delegate method
-(UIView *) viewForZoomingInScrollView: (UIScrollView *) ScrollView
And return your PDF view.
hope it 'll work